This is the documentation for the Lua scripting system of WSE, a powerful alternative to regular modsys scripts.
LUA will run on top of module system code. You could code almost an entire module without touching the modsys,
or add features to modules even if you don't have the source code.
This guide is only a documentation of the provided API, to learn Lua itself there exist many tutorials online.
At the end of this file there is some example code that can help you get started.
local area = math.pi * r^2instead of
(store_mul, ":area", ":r", ":r"),
(val_mul, ":area", 314159),
(val_div, ":area", 100000), # *(314159/100000)=*PI
WSE/LUA uses a modified version of LuaJIT 2.1.0, which is based on and ABI compatible to Lua 5.1
Lua Reference Manual
Programming in Lua (this is for Lua 5.0 while WSE has 5.1, but the differences are small)
Lua IDE for testing code snippets and debugging
The game table is a predefined global table that allows you access to the game from lua.
To call operations, use game.operation_name(arg1, arg2, ...)
Example: game.display_message("test string")
String and pos arguments are passed to the game via the games registers (overwritting them), starting from reg[128] and counting downwards.
Notice that the argument type matters. For example, if an operation expects an integer, you cannot pass a string that contains a number.
Return values are:
boolDidNotFail, intError = game.cf_operation(arg1, arg2, ...) for can_fail operations intResult, intError = game.lhs_operation(lhs_arg, arg1, arg2, ...) for lhs operations boolDidNotFail, intResult, intError = game.cf_lhs_operation(lhs_arg, arg1, arg2, ...) for operations which are both can_fail and lhs intError = game.operation(arg1, arg2, ...) for all other operations (lhs = left hand side? Operations that assign a value, e.g. val_add) (cf = can fail, e.g. agent_is_active)
Note that in Lua, you don't have to assign all return values. For example, if you don't care about the error code, just omit the corresponding lhs var.
I'm not sure what the error code signalizes, however it should be 0 if there was no error.
With Lhs operations, there is a slight problem. Their syntax is:
(lhs_op, <destination_param>, <param1>, <param2>, ...)
While in lua you want to write:
result = game.lhs_op(param1, param2, ...)
Why is this a problem?
Because of different parameter count. Now, WSE could detect that you are calling an Lhs operation and fill in the missing parameter, but: the operation might actually use the initial value of it to affect the result.
An obvious example for this is val_add. It makes no sense to write result = val_add(5). What is it adding 5 to?
Whether or not an operation uses the initial value can't simply be detected by WSE. So in the past it used to be that you had to write result = game.lhs_op(some_number, var1, var2, ...) for all lhs operations (some_number was just 0 mostly). Annoying.
However, after further inspection, it is reasonable to assume that only val_ operations do this. Therefore WSE update adds game.op:
local val = game.agent_get_slot(0, agent_id, slot_no) local val = game.op.agent_get_slot(agent_id, slot_no)
It will add the 0 automatically for any lhs_operation, except for ones that start with val_. If you find operations where this is wrong, please contact AgentSmith on TaleWorlds forum.
If you don't want to write the .op all the time, call game.op.make_default(). It is optional because of legacy code.
gop = game.op also works.
To access registers, use game.reg[n] , game.sreg[n] and game.preg[n]
Example:
game.reg[0] = 123 local i = game.reg[0] game.sreg[0] = "test string" local s = game.sreg[0] game.preg[0] = game.pos.new() local pos = game.preg[0]
As of the current version, registers are copied by value instead of by reference. So doing things like:
game.preg[0]:rotX(30)
Does not change the actual game register. This is likely going to be improved in a future version. What you have to do instead for now is:
local p = game.preg[0] p:rotX(30) game.preg[0] = p
To access global variables, use game.gvar.gvar_name
game.gvar.g_encountered_party = 123 print(game.gvar.g_encountered_party)
WSE will read variables.txt at startup to translate gvar_name. If this file is incorrect for any reason, accessing a gvar may produce an error or access a random gvar. You can't create new gvars.
For every header_[name].py or ID_[name].py file you copied to your "msfiles" folder, a new table will be generated: game.const.[name]
This table will be filled with all the constants from that file.
If there are two files with the same [name], e.g. header_scenes and ID_scenes, the tables will get merged.
As of the current version, only lines that match one of the two following regexes (regular expressions) will be accepted:
^(\w+)=(((-)?0x[\da-fA-F]+)|((-)?\d+(\.\d+)?))$ ^(\w+)=(\w+)$
This probably looks intimidating to you, but really all it says is that your constant must either be a number, a hex number, or another constant (from the same file, currently).
In other words: constant = num|hexNum|otherConstant
If the match fails, the line will be ignored. To display a warning in this case, set [lua] disable_game_const_warnings = 0 in wse_settings.ini.
You can omit the [name] part in game.const.[name].[constant], in which case all tables in game.const will be searched for your constant and the first result will be used.
So let's say you want to add a deathmatch trigger for ti_on_agent_hit. Instead of this:
game.addTrigger("mst_multiplayer_dm", -28, 0, 0, condCB)
You could copy header_triggers.py to your msfiles folder and do:
game.addTrigger("mst_multiplayer_dm", game.const.ti_on_agent_hit, 0, 0, condCB)
--or if you like to be specific:
game.addTrigger("mst_multiplayer_dm", game.const.triggers.ti_on_agent_hit, 0, 0, condCB)
To add mission template triggers, use index = game.addTrigger(strTemplateId|intTemplateNo, numCheckTime, numDelayTime, numRearmTime, funcConditionsCallback, [funcConsequencesCallback])
These work exactly like module system triggers. Times can be float values or values from header_triggers.py (the numbers, string names are not supported yet), just like you would do it in the MS. If conditionsCallback returns false, consequencesCallback will not be executed. If it returns true or nothing, consequencesCallback will be executed.
Example:
function condCB()
doStuff()
return true
end
game.addTrigger("mst_multiplayer_dm", 1, 0, 0, condCB)
addTrigger returns an integer that is the index of the added trigger.
You can also remove triggers by using game.removeTrigger(strTemplateId|intTemplateNo, intTriggerIndex). If intTriggerIndex is negative, the trigger with (numTriggers + intTriggerIndex) gets removed (e.g. to remove the last trigger, use -1). Returns success.
Useful functions:
Item triggers:
Example:
game.addItemTrigger("itm_fighting_pick", game.const.ti_on_weapon_attack, function()
print("agent no " .. game.store_trigger_param_1(0) .. " swung a fighting pick")
end)
Scene prop triggers:
Example:
game.addScenePropTrigger(game.const.spr_apple_a, game.const.ti_on_scene_prop_init, function()
print("Apple " .. game.store_trigger_param_1(0) .. " initialized.")
end)
World triggers:
Due to technical reasons, these work differently. You need to assign a callback to game.OnWorldTrigger:
game.OnWorldTrigger = function(date) ... end
It will be called after the game checks the modsys triggers, and receive time in hours. It will be called even if the game is paused, but date won't change.
The game will save the state of its triggers to the savefile, so that for example ti_once does not reactivate when you load a save. You have to save this data manually if you need it. (Use game.OnSave(), game.OnLoadSave())
Time conversions according to WSE source:
For technical reasons, if there are modsys errors in a trigger added in lua (for example invalid agent_id), it will report as line 0, opcode 5113.
To use iterators (try_for_agents, try_for_players, ...), use the provided iterator functions game.partiesIt, game.agentsIt, game.propInstIt, game.playersIt
These work exactly like module system iterators and take the same arguments.
game.partiesIt() game.agentsIt([pos, radius, [use_grid]]) --pos: integer for pos register or table of type game.pos game.propInstIt([subKindNo], [metaType]) --a.k.a. [object_id], [object_type] game.playersIt([skip_server])
Example:
for curPlayer in game.playersIt(true) do --skip server. You can also use 1 or 0
foo(curPlayer)
end
To work with positions, the following "classes" are provided: game.rotation, game.pos and vector3 (see under miscellaneous)
Keep in mind that these don't need the fixed point multiplier that the module system requires you to use.
The MS multiplier is essentially a way of specifying the current unit of length.
set_fixed_point_multiplier(1),
position_get_x(":x", 0), #get pos0_x in meters
set_fixed_point_multiplier(100),
position_get_x(":x", 0), #get pos0_x in centimeters
In Lua it's simpler, you work with floating point numbers. "1.0" always means 1 meter, "0.01" always means 1 centimeter.
--this is equivalent to above modsys example print(game.preg[0].o.x) --pos0_x float
game.rotation
game.rotation.new([obj]) - constructor. obj can be used to specify initial values.
game.rotation.prototype
s = vector3.new({x = 1}) --x axis
f = vector3.new({y = 1}) --forwards/y axis
u = vector3.new({z = 1}) --up/z axis
function getRot(self) --returns vector3.new({z = yaw, x = pitch, y = roll})
function rotX(self, angle) --rotate around x axis, angle in degrees
function rotY(self, angle) --rotate around y axis, angle in degrees
function rotZ(self, angle) --rotate around z axis, angle in degrees
function rotate(self, rotVec3) --rotate around all axis, zxy order, angle in degrees
game.pos
game.pos.new([obj]) - constructor. obj can be used to specify initial values.
game.pos.prototype
o = vector3.new() --position in the world rot = game.rotation.new() --rotation, or heading of the pos if you like --see game.rotation.prototype for these function getRot(self) function rotX(self, angle) function rotY(self, angle) function rotZ(self, angle) function rotate(self, rotVec3) function moveX(self, val) --Move by val into local X direction function moveY(self, val) --Move by val into local Y direction function moveZ(self, val) --Move by val into local Z direction function move(self, val) --Move by val into local directions, val must be table with any of x,y,z entries function dist(self, pos2) --returns distance between self.o and pos2.o function isBehind(self, pos2) --returns true if self is behind pos2 (shorthand for game.position_is_behind_position)
Example:
local pos0 = game.preg[0]
local newRot = game.rotation.new(pos0.rot)
local newPos = game.pos.new({rot = newRot})
newPos:rotX(45)
newPos:rotate({x = 90, z = 180})
newPos:move({x = 10, z = 5})
You can add presentations using index = game.addPrsnt(tablePrsnt)
tablePrsnt must have the following format
tablePrsnt = {
id = str,
[flags] = {int, int, ...},
[mesh] = int,
triggers = {[numTriggerConst] = func, ...}
}
[flags] can be omited and defaults to no flags at all. If you copied header_presentation.py to your msfiles folder, you can use the flags defined there.
[mesh] can be omited and defaults to 0. If you copied ID_meshes.py to your msfiles folder, you can use the mesh nos defined there.
triggers must have at least one element, the key being a number and the value being a function. If you copied header_triggers.py to your msfiles folder, you can use the trigger values defined there.
Return value: the index of the new presentation.
Example:
--copy header_presentations.py, header_triggers.py and ID_meshes.py to your msfiles folder for this example. local index = game.addPrsnt({ id = "myPrsnt", flags = {game.const.prsntf_read_only, game.const.prsntf_manual_end_only}, --you can initialize an array like this, without keys - they don't matter here anyway. mesh = game.const.mesh_cb_ui_main, triggers = { [game.const.ti_on_presentation_load] = function () --The const inside the [] declares a number key, similar to keyName = 123 for string keys. game.presentation_set_duration(9999999) local overlay = game.create_mesh_overlay(0, game.const.mesh_mp_ingame_menu) local position = game.pos.new() position.o.x = 0.3 position.o.y = 0.3 game.overlay_set_position(overlay, position) position.o.x = 0.5 position.o.y = 0.8 game.overlay_set_size(overlay, position) end } }) game.start_presentation(index)
Remove using game.removePrsnt(index). Remember, removing will shift above indices.
On dedicated, add/remove will do and return nothing.
For technical reasons, if there are modsys errors in a presentation added in lua (for example invalid agent_id), it will report as line 0, opcode 5113.
You can add particle systems using index = game.addPsys(tablePsys)
tablePsys must have the following format
tablePsys = {
id = str, [flags] = {int, int, ...}, mesh = str|int,
num_particles = int, life = num, damping = num, gravity_strength = num, turbulance_size = num, turbulance_strength = num,
alpha_keys = {{num, num}, {num, num}},
red_keys = {{num, num}, {num, num}},
green_keys = {{num, num}, {num, num}},
blue_keys = {{num, num}, {num, num}},
scale_keys = {{num, num}, {num, num}},
emit_box_size = {num, num, num},
emit_velocity = {num, num, num},
emit_dir_randomness = num,
rotation_speed = num,
rotation_damping = num
}
[flags] can be omited and defaults to no flags at all.
Return value: the index of the new particle system.
Example:
local psys = game.addPsys({id = "blabla", flags = {game.const.psf_billboard_3d, game.const.psf_global_emit_dir}, mesh = "prt_mesh_snow_fall_1",
num_particles = 150,
life = 2,
damping = 0.2,
gravity_strength = 0.1,
turbulance_size = 30,
turbulance_strength = 20,
alpha_keys = {{0.2, 1}, {1, 1}},
red_keys = {{1.0, 1.0}, {1, 1.0}},
green_keys = {{1.0, 1.0}, {1, 1.0}},
blue_keys = {{1.0, 1.0}, {1, 1.0}},
scale_keys = {{1.0, 1.0}, {1.0, 1.0}},
emit_box_size = {10, 10, 0.5},
emit_velocity = {0, 0, -5.0},
emit_dir_randomness = 1,
rotation_speed = 200,
rotation_damping = 0.5
})
game.particle_system_burst(psys, game.preg[0], 20)
Remove using game.removePsys(index). Remember, removing will shift above indices.
On dedicated, add/remove will do and return nothing.
You can hook module operations using game.hookOperation(operation, funcCallback).
This means whenever the module system uses the operation, your callback will be executed first.
operation must be either the operation name as a string or an opcode integer.
Operation hooks are experimental - it can be very useful, but you risk crashes.
The return values of funcCallback control further behaviour.
If it returns nothing or true, the module operation will be executed as usual.
If the first return value is false, the module operation will not be executed.
If the second return value is a bool, the module system will think it is executing a cf operation (so if the bool is false, it will break execution, like e.g. (eq, 1, 0),).
If the second return value is a number, the module system will think it is executing a lhs operation and try to set the return value
If the callback returns three values, the module system will think it is executing a cf/lhs operation. The 2nd return value must be the cf value and the 3rd the lhs value
In short, the variants are:
boolExecute boolExecute, boolFail boolExecute, numLhs boolExecute, boolFail, numLhs
To unhook an operation, use game.hookOperation(operation, nil).
The hook will not be triggered when calling operations from lua. However, this task can be achieved by overwritting the game metatable, which is defined as:
game.mt = {
__index = function(table, key)
return function(...)
return game.execOperation(key,...)
end
end
}
One could, for example, do (NOT FINISHED YET):
game.mt = {
__index = function(table, key)
If key == "player_get_gold" then
return myCustomGoldCalculation
--return function that takes all args (...) and returns gold
--this function should, if neccessary, use game.execOperation("player_get_gold", args)
--instead of game.player_get_gold(args), for avoiding an infinite loop.
end
return function(...)
return game.execOperation(key,...)
end
end
}
setmetatable(game, game.mt)
You could even go one step further and create a wrapper for game.hookOperation that automates this process for you.
You can hook scripts using game.hookScript(script_no, funcCallback).
funcCallback will receive all script parameters. Its return values control further behaviour:
If it returns false, the script will not be executed.
If it returns numbers, the script parameters will be replaced with them, then the script is executed.
Example:
local a = 0
game.hookScript(game.script.game_get_console_command, function(...)
print("Hook")
a = a + 1
if a <= 5 then
local s = ""
for i = 1, select("#", ...) do
s = s .. tostring(select(i, ...)) .. " "
end
print("CONSOLE CMD", a, "blocked, params were: ", s)
return false
elseif a <= 10 then
return 2, 1, 4 --set team 1 bot count to 4. At least for NW
elseif a == 15 then
game.hookScript(game.script.game_get_console_command, nil)
end
end)
To unhook a script, use game.hookScript(script_no, nil).
game.getScriptNo(script_name) use in conjunction with game.call_script(scriptNo, ...)
Example:
local no = game.getScriptNo("game_start")
game.call_script(no)
WSE Update now provides a wrapper: game.script.[name]
game.call_script(game.script.game_start)
game.OnChatMessageReceived(intPlayerNo, boolIsTeamChat, strMsg) this function, if it exists, gets called when a chat message is received (both client and server). It will be called after the corresponding module system script. If it returns a string the message will be overwritten, if it returns true the message will be supressed. Returning something will overwrite any action the module script may have taken.
game.OnGameLoad() this function, if it exists, gets called when the game loads.
game.OnSave() this function, if it exists, gets called after a game is saved successfully.
game.OnLoadSave() this function, if it exists, gets called after a savegame is loaded successfully.
game.fail() when used during a lua_call operation it will make the MS code fail, like any other cf operation can do.
Example:
(try_begin), (lua_push_int, 456), (lua_call, "@is123", 1), (display_message, "@Yes it is."), (else_try), (display_message, "@Nah"), (try_end),
function is123(val) if val ~= 123 then game.fail() end end
Other WSE LUA API functions - these could be useful for advanced users, but you should get along fine without ever using them.
vector3.prototype
x = 0 y = 0 z = 0 --You can also use vec3[1], vec3[2], vec3[3] instead of x,y,z function len(self) --returns the length of the vector function dist(self, vec2) --returns the distance between self and vec2 function dot(self, vec2) --returns the dot product of self and vec2 function cross(self, vec2) --returns the cross product of self and vec2 function unit(self) --returns a normalized copy of itself function lerp(self, goal, alpha) --returns a new vector that is the interpolation between self and goal by factor alpha (0-1)
vector3.new([obj]) - constructor. obj; can be used to specify initial values.
vector3 operators + - * ==
Example:
local vecA = vector3.new({x = 60, y = 30})
local vecB = vector3.new()
game.display_message(tostring(vecA:len())) --67.08...
if vecA == vecB then
--will not happen
end
vecA = vecA * vecB --{60*0, 30*0, 0*0}
if vecA == vecB then
--will happen
end
t = {}
...
make(t, "a", "b").c = 5
--t: {a = {b = {c = 5}}}
for path, attr in lsdir("dirtest") do
print(path, attr)
end
--Might be good to check for errors first
local iter, err_msg = lsdir("")
if iter then
for path, attr in iter do
print(path, attr)
end
else
print(err_msg)
end
A debugger lets you find bugs. You can step through your code line by line, set breakpoints (execution will pause), inspect variables - watch line by line how things go wrong.
Without it, you have to add print statements everywhere - it works, but for complicated bugs annoying and time consuming. For "nonlinear" (e.g. recursive) code, it can also be very hard to reconstruct the execution path.
The Lua debugger lets you debug lua - You can't see modsys or C++ code.
That's it! It seems like it won't detect when the game ends, so stop the debugger manually. There is also a VSCode extension, but I did not test it. Lastly, debugging will slow down lua a little bit, so don't leave it enabled when you ship your code.
More info: ZeroBrane Documentation mobDebug Github
I didn't do much more than confirm that it is functional. require("jit.p") produced an error for me, but require("jit.profile").start("f", print) gave some output. (Don't stop it, it will collect data and print periodically.)
Official Documentation
Changes include:
Disabled package.loadlib, package.cpath, io.popen. os.execute, os.getenv, os.tmpname, ffi library, loading bytecode (can be exploited)
Restrict dofile, loadfile and all IO operations to the lua directory
Access storage folder by prefixing %storage%
local f, err = io.open("%storage%\\file.json", "r")
For dedicated servers, storage folder is at [warband_dir]\WSE\[Module]\ by default.disable_game_const_warnings - disables all warnings during msfiles\ game constants scanning
Some of these are ripped out of larger files without testing, so be careful.
Needs header_triggers.py in msfiles.
myLog = io.open("custom_log.txt", "a")
myLog:write("Server started at " .. os.date("%Y.%m.%d, %X") .. "\\n")
myLog:flush()
function getTriggerParam(index)
return game.store_trigger_param(0, index)
end
function playerJoinedCallback()
local playerNo = getTriggerParam(1)
game.str_store_player_username(0, playerNo)
game.str_store_player_ip(1, playerNo)
myLog:write(game.sreg[0] .. " joined with IP " .. game.sreg[1] ..
" at " .. os.date("%Y.%m.%d, %X") .. "\\n")
myLog:flush()
return false
end
templates = {
"dm",
"tdm",
"cf", --capture the flag
"sg", --siege
"bt", --battle
"fd", --fight and destroy
"ccoop", --invasion
"duel"
}
--add triggers to all multiplayer templates
for k,v in pairs(templates) do
game.addTrigger("mst_multiplayer_" .. v, game.const.ti_server_player_joined, 0, 0, playerJoinedCallback)
end
This function spawns agents in a square at the specified position.
function spawnSquad(troop, amount, position) local sideLen = math.floor(math.sqrt(amount)) local leftovers = amount - sideLen * sideLen local spawnSpreadDistance = 1 position.o.x = position.o.x - math.floor(sideLen/2) * spawnSpreadDistance position.o.y = position.o.y - math.floor(sideLen/2) * spawnSpreadDistance for i=1, sideLen do for j=1, sideLen do game.set_spawn_position(position) game.spawn_agent(troop) position.o.x = position.o.x + spawnSpreadDistance end position.o.x = position.o.x - spawnSpreadDistance * sideLen position.o.y = position.o.y + spawnSpreadDistance end end
You could call it like:
local pos = game.pos.new({o = {x=100,y=100}})
spawnSquad(game.const.trp_bandit, 10, pos)
All this does is call dofile. Be careful, it is not equivalent to a full restart.
("wse_console_command_received", [ #this is a script that WSE adds
(store_script_param, ":command_type", 1),
(str_equals, s0, "@reloadMain"),
(lua_push_str, "@main.lua"),
(lua_call, "@dofile", 1), #one param, the string we pushed
(set_trigger_result, 1),
]),
The idea is to have a wrapper for game.addTrigger so we have more control (for example this is useful for hot reloading), and to have a single interface for all events - mission template, scene prop, and item triggers, as well as your own events.
It returns a constant index to your trigger. game.addTrigger index will shift if you remove things below.
Does only add to deathmatch, and no management of SP/MP triggers. It's up to you to modify to your needs.
Needs header_triggers.py, ID_scenes.py, ID_items.py in msfiles.
--[[
Usage:
event_mgr.subscribe(event_id, callback)
event_id:
"ti_constant", e.g. "ti_before_mission_start"
"timer_x.y", e.g. "timer_1.5" or "timer_0"
"itm_a:ti_constant", e.g. "itm_french_cav_pistol:ti_on_weapon_attack"
"spr_b:ti_constant", same thing
"script_", e.g. "script_game_quick_start" (versus hookScript - you can not control execution of modsys script here)
"key_", e.g.:
"key_o" O clicked
"key_o down=key_shift" O clicked while Shift down
"key_k down=key_shift key_control" key_shift, key_control means both left/right
"your_own_event_id", can be used with dispatch()
returns: a subscription ID which you can use with unsubscribe
event_mgr.unsubscribe(event_id, subscription_id)
event_mgr.clear()
Clear all callbacks. Useful for hot-reloading
Example reload:
event_mgr.subscribe("key_r down=key_shift", function()
event_mgr.clear()
print("Reloading")
dofile("main.lua")
end)
event_mgr.dispatch(event_id, ...)
]]
local regex = require "regex"
if not event_mgr then
event_mgr = {
events = {}
}
end
function event_mgr.subscribe(event_id, callback)
event_mgr.init_event(event_id)
local i = 1
while event_mgr.events[event_id][i] ~= nil do i = i + 1 end
event_mgr.events[event_id][i] = callback
return i
end
function event_mgr.unsubscribe(event_id, subscription_id)
event_mgr.events[event_id][subscription_id] = nil
end
function event_mgr.dispatch(event_id, ...)
if event_mgr.events[event_id] then
for _, event_callback in pairs(event_mgr.events[event_id]) do
event_callback(...)
end
end
end
function event_mgr.clear()
for event_id, _ in pairs(event_mgr.events) do
event_mgr.events[event_id] = {}
end
end
function event_mgr.init_event(event_id)
if event_mgr.events[event_id] then return end
make(event_mgr.events, event_id)
local function add_mst_trig(const, callback)
for i = 0, game.getNumTemplates()-1 do
game.addTrigger(i, const, 0, 0, callback)
end
end
--generic dispatcher
local function cb()
event_mgr.dispatch(event_id)
return false
end
if starts_with(event_id, "ti_") then
local const = game.const.triggers[event_id]
add_mst_trig(const, cb)
elseif starts_with(event_id, "timer_") then
local const = tonumber(string.match(event_id, "%d+%.?%d*"))
add_mst_trig(const, cb)
elseif starts_with(event_id, "itm_") then
local itm, const = string.match(event_id, "([%w_]+):([%w_]+)")
itm = game.const[itm]
const = game.const[const]
game.addItemTrigger(itm, const, cb)
elseif starts_with(event_id, "spr_") then
local spr, const = string.match(event_id, "([%w_]+):([%w_]+)")
spr = game.const[spr]
const = game.const[const]
game.addScenePropTrigger(spr, const, cb)
elseif starts_with(event_id, "script_") then
local s = string.match(event_id, "script_([%w_]+)")
game.hookScript(game.script[s], function(...) event_mgr.dispatch(event_id, ...) end)
elseif starts_with(event_id, "key_") then
local keyname, modkeys = regex.match(event_id, [[(key_\w+)(?: down=(.+))?]])
local down = {}
local function key_test_func(keyname, op)
if keyname == "key_control" then
local k1 = game.const.triggers["key_left_control"]
local k2 = game.const.triggers["key_right_control"]
return function() return (op(k1) or op(k2)) end
elseif keyname == "key_shift" then
local k1 = game.const.triggers["key_left_shift"]
local k2 = game.const.triggers["key_right_shift"]
return function() return (op(k1) or op(k2)) end
elseif keyname == "key_alt" then
local k1 = game.const.triggers["key_left_alt"]
local k2 = game.const.triggers["key_right_alt"]
return function() return (op(k1) or op(k2)) end
else
local k = game.const.triggers[keyname]
return function() return op(k) end
end
end
local clicked = key_test_func(keyname, game.key_clicked)
for modkey in regex.gmatch(modkeys, [[\w+]]) do
table.insert(down, key_test_func(modkey, game.key_is_down))
end
add_mst_trig(0, function()
if clicked() then
for i = 1, #down do
if not down[i]() then return false end
end
event_mgr.dispatch(event_id)
return false
end
end)
end
end
--For calling from modsys
function eventDispatch(event_id, ...)
event_mgr.dispatch(event_id, ...)
end
Execute modssys script or lua function with a delay. Uses previous event manager.
local timeouts = {}
function timeoutsTick()
if #timeouts ~= 0 then
local t_now = game.store_mission_timer_a_msec(0)
for i = #timeouts, 1, -1 do
if timeouts[i].t <= t_now then
timeouts[i].cb(timeouts[i].cb, t_now)
table.remove(timeouts, i)
end
end
end
end
function timeoutAddScript(time, script_no, ...)
local args = {...}
local cb = function()
game.call_script(script_no, unpack(args))
end
table.insert(timeouts, { t = game.store_mission_timer_a_msec(0) + time, cb = cb})
end
function timeoutAdd(time, callback)
table.insert(timeouts, { t = game.store_mission_timer_a_msec(0) + time, cb = callback })
end
event_mgr.subscribe("ti_before_mission_start", function() timeouts = {} end)
event_mgr.subscribe("timer_0", timeoutsTick)
Modsys example:
(lua_push_int, 2000),
(lua_push_int, "script_for_timeout"),
(lua_push_int, ":var1"),
(lua_push_int, ":var2"),
(lua_call, "@timeoutAddScript", 4),
(lua_set_top, 0), #Just make sure its cleaned up
Before map start, searches for ./lua/map_scripts/<mapname>.lua and executes it in its own environment (using setfenv).
Uses previous event manager. The script can read from root _G via the metatable, event_mgr is wrapped though in order to auto-unsub any events at map change.
Needs ID_scenes.py in msfiles.
local subbed_events = {}
--wrap event_mgr so we can log all subscriptions and auto-unsub at map change
local fenv_mt = {
__index = setmetatable({
event_mgr = {
subscribe = function(event_id, callback)
local idx = _G.event_mgr.subscribe(event_id, callback)
table.insert(subbed_events, {event_id = event_id, idx = idx})
return idx
end,
unsubscribe = function(event_id, index)
for i,v in ipairs(subbed_events) do
if v.idx == index then
table.remove(subbed_events, i)
return _G.event_mgr.unsubscribe(event_id, index)
end
end
end,
dispatch = _G.event_mgr.dispatch
}
}, {__index = _G})
}
local scene_names = {}
for k,v in pairs(game.const.scenes) do scene_names[v] = k end
local function load_map_script(map_name)
local fname = "map_scripts\\" .. map_name .. ".lua"
local f = io.open(fname, r)
if not f then return end
f:close()
local func, error = loadfile(fname)
if not func then print("Error loading " .. fname .. ": " .. error); return end
local fenv = {}
setmetatable(fenv, fenv_mt)
setfenv(func, fenv)
func()
end
event_mgr.subscribe("ti_before_mission_start", function()
--clean events from last map
for _,v in pairs(subbed_events) do
event_mgr.unsubscribe(v.event_id, v.idx)
end
subbed_events = {}
local scene = game.store_current_scene(0)
load_map_script(scene_names[scene])
end)
Example: lua/map_scripts/scn_mp_custom_map_3.lua
print("custom_map_3 script loaded")
event_mgr.subscribe("spr_apple_a:ti_on_init_scene_prop",
function()
print("apple")
do_something()
end)
event_mgr.subscribe("itm_birch_trunk:ti_on_weapon_attack",
function()
print("attack")
explode_player()
end)
Needs header_triggers.py, header_presentations.py, ID_meshes.py in msfiles.
local clockOverlay
local nextRefreshTime
local prsnt = game.addPrsnt({
id = "clock",
flags = {game.const.prsntf_read_only, game.const.prsntf_manual_end_only},
triggers = {
[game.const.ti_on_presentation_load] = function()
game.presentation_set_duration(99999999)
clockOverlay = game.create_text_overlay(0, "00:00:00", game.const.tf_left_align)
local screenPos = game.pos.new()
screenPos.o.x = 0
screenPos.o.y = 0
local sizePos = game.pos.new(game.preg[0])
sizePos.o.x = 1
sizePos.o.y = 1
game.overlay_set_position(clockOverlay, screenPos)
game.overlay_set_size(clockOverlay, sizePos)
game.overlay_set_color(clockOverlay, 0xFFFFFA)
nextRefreshTime = 0
midDotOverlay = game.create_mesh_overlay(0, game.const.meshes.mesh_white_dot)
screenPos.o.x = 0.5 - 0.0002
screenPos.o.y = 0.75/2 - 0.0001
sizePos.o.x = 0.1
sizePos.o.y = 0.1
game.overlay_set_position(midDotOverlay, screenPos)
game.overlay_set_size(midDotOverlay, sizePos)
end,
[game.const.ti_on_presentation_run] = function()
local curTime = game.store_trigger_param_1(0)
if curTime >= nextRefreshTime then
nextRefreshTime = nextRefreshTime + 1000
game.overlay_set_text(clockOverlay, os.date("%X"))
end
end
}
})
event_mgr.subscribe("ti_after_mission_start", function()
game.start_presentation(prsnt)
end)
Uses event_mgr, needs header_triggers.py, ID_items.py in msfiles.
event_mgr.subscribe("spr_apple_a:ti_on_init_scene_prop",
function()
local inst = game.store_trigger_param_1(0)
if game.prop_instance_get_variation_id(0, inst) == 1 then
print("found apple " .. inst)
game.prop_instance_get_position(1, inst) --pos1 translates to 1
game.set_spawn_position(1)
game.spawn_item(game.const.itm_banhammer, 0, 0)
end
end)
This was made by Oliveran in 2017. I never ran this myself or reviewed the code in any detail, but the results speak for themselves.
Original description:
Videos (Youtube):
Some of the lua code I made for a server. Including a stats database and animation helper.
Github